

What happened to the Art Style?
#21
Posted 09 November 2011 - 06:26 PM
I would much rather have cell shading if the Alternative were more Modern warfare Realbrown Bullshit.
#22
Posted 09 November 2011 - 06:34 PM
Cake Bandit, on 09 November 2011 - 06:26 PM, said:
I would much rather have cell shading if the Alternative were more Modern warfare Realbrown Bullshit.
i can't stand the coloring of games like call of duty. its too much of the same shades and i have to strain my eyes to see anything. another game that kind of hurt my eyes was gears of war, everything was the same grey color. but i don't really know if i want cell shading, i want to get away from the cartoonish look mw4 brought us.
#23
Posted 09 November 2011 - 06:36 PM
Paran01ac, on 09 November 2011 - 06:11 PM, said:
What are you complaining about?
I'm pretty sure I didn't swear a single time
Paran01ac, on 09 November 2011 - 06:11 PM, said:
Now you're just being naive. Okay, maybe some games are made out of simple passion, but this is not a game like that.
All I want to do is ease your anxiety that the game's going to be "g@y" with all the cell shading. We can say with certainty that the published media thus far is not cell shaded.
In response to more recent posts, if you read the interview, the artist, and presumably everyone working in the art development, has a high degree of creative flexibility. The artist has and will change designs to create a feeling of functionality. If this means less articulation in the Atlas head, so be it.
#24
Posted 09 November 2011 - 07:09 PM
I'm really scared that they gonna make the game look easy and kinda child'ish to attract more people means sell more product.
Will see of course.
#25
Posted 09 November 2011 - 08:01 PM
That being said I'd love everthing to be rendered in complete 3d juicey goodness, either way, I'm happy.
#27
Posted 09 November 2011 - 08:22 PM
#28
Posted 09 November 2011 - 09:31 PM
#29
Posted 09 November 2011 - 09:40 PM
Here is one on the uncanny valley and the trials and decisions associated with it.
And here is one that talks about the differences between "Good graphics" and "Good Aesthetics"
Just so we all have something in common that we can talk about. I'm very much of the opinion that we need to carefully craft the gameworld to be bright, and vivid while retaining the feel of mechwarrior through the gameplay we are presented.
Considering the free to play nature, and the fact that I'm not entirely sure of what kind of budget our friends at Piranha are working with I think it would be a lot safer to find some minor stylization to work with. In the same regard, I think it would do well at the time to stand out from the existing market of "Gritty, Hardcore, Real World" styled games we're seeing the markets flooded with. While I certainly don't want to suggest the game look anything like this I would really like to see it stand apart from the crowds with a unique visual style. As opposed to, y'know. Brown.
Edited by Cake Bandit, 09 November 2011 - 09:54 PM.
#30
Posted 10 November 2011 - 01:51 AM
I don't know If any of you ever played Enslaved; it had a vibrantly colourful post apocalyptic thing going on. Looked great and really was the antidote to the very prevalent earth-tones...
#31
Posted 10 November 2011 - 02:14 AM
#32
Posted 10 November 2011 - 06:15 AM
Mchawkeye, on 10 November 2011 - 01:51 AM, said:
I don't know If any of you ever played Enslaved; it had a vibrantly colourful post apocalyptic thing going on. Looked great and really was the antidote to the very prevalent earth-tones...
*googles Enslaved*

Color!
Edited by Cake Bandit, 10 November 2011 - 06:16 AM.
#33
Posted 10 November 2011 - 06:55 AM
Cake Bandit, on 09 November 2011 - 12:34 PM, said:
"Integrated Graphic Chipset" ???
Sorry but this game will come out next year and if you think you will run it with integrated card,i'm sorry to burst your bubble. You can get cheap 4870 for 60 bucks which still good card,so yeah don't be cheap hah

#34
Posted 10 November 2011 - 07:12 AM
So the Jenner, atlas, and Warhammer you saw will likely be somewhat different by the time the game hits the shelves
Edited by ice trey, 10 November 2011 - 07:13 AM.
#35
Posted 10 November 2011 - 07:27 AM
Take care all
~S~
Daniel
#36
Posted 10 November 2011 - 09:05 AM
I think when I opened the thread the interview was not on the Main site so no, I haven't seen that until I just got back here to check if my Post already vanished which to my surprise did not.
And yes, with the Interview linking to his DA Site I can confirm him beeing the artist I faved. ( lol at the furrys )
@ Paran01ac:
No one's been talking about the graphics like cellshading or the color palette. I'm talking about design of the Mech like all that remains from drawings if you remove all that coloring = black lines that define the shape and functions of what is going on like: Exhaust Ports, Screws, Reactive Armor Tiles, Laser Lenses, Cannon Mountings, Fingers, etc...
@ PewPew:
While not in the gaming industry myself *very sad Panda* I am doing both 2D and 3D as a hobby and I can tell you that all the artwork I've seen so far can easily be translated into 3D while preserving the style. Give me a weekend+ and I'll have that Atlas turned into a rough 3D Model resembling the 2D Artwork. Give me another day and it'll be a rigged, clean mesh ready to be animated/skinmapped for an animation/texture Artist. Why is that? Because it's functional!
Now that I've red the Interview I'm not wondering anymore why the style changed but I hope they will adapt it into the final product.
#37
Posted 10 November 2011 - 09:28 AM
Durahl, on 10 November 2011 - 09:05 AM, said:
I think when I opened the thread the interview was not on the Main site so no, I haven't seen that until I just got back here to check if my Post already vanished which to my surprise did not.
And yes, with the Interview linking to his DA Site I can confirm him beeing the artist I faved. ( lol at the furrys )
@ Paran01ac:
No one's been talking about the graphics like cellshading or the color palette. I'm talking about design of the Mech like all that remains from drawings if you remove all that coloring = black lines that define the shape and functions of what is going on like: Exhaust Ports, Screws, Reactive Armor Tiles, Laser Lenses, Cannon Mountings, Fingers, etc...
@ PewPew:
While not in the gaming industry myself *very sad Panda* I am doing both 2D and 3D as a hobby and I can tell you that all the artwork I've seen so far can easily be translated into 3D while preserving the style. Give me a weekend+ and I'll have that Atlas turned into a rough 3D Model resembling the 2D Artwork. Give me another day and it'll be a rigged, clean mesh ready to be animated/skinmapped for an animation/texture Artist. Why is that? Because it's functional!
Now that I've red the Interview I'm not wondering anymore why the style changed but I hope they will adapt it into the final product.
If you could bake the textures template for me I'd love to take a crack at texturing it. Definitely want to keep it to a reasonable number of poly's though.
Edited by Cake Bandit, 10 November 2011 - 09:30 AM.
#38
Posted 29 November 2011 - 03:46 AM
Paladin1, on 09 November 2011 - 02:28 PM, said:

I know you were probably just joking, but seriously, gaming is a low priority while the economy is slow like this and money is tight. I'm hoping it will pick back up before MWO releases because if it doesn't I won't be getting it right away.
Generally speaking I don't care about the financial issues of others. There is no reason why the game has to support DX7 or DX8, both of these are archaic, supporting them will create more tech problems (read as costs) then the few customers the supporting them would gain.
Oh and MWO is F2P
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